EVE has some design problems that stem from the environment that the people who created it came from.
One of the original design intents was “we want lots of players hunting other players. But if players are paying attention to their surroundings, they will just run away or avoid the fight or good heavens, actually fight back! So… we want to put in lots of game mechanics that cause players attention to wander, and to leave them exposed to attacks from other players.”
Auto-pilot, mining, travel speeds, boring missions you can AFK… all these were designed as traps to lull players into inattention so that other players would have an opportunity to ambush them.
It apparently didn’t occur to the original designers, or any designer since, that these types of PvP interaction are bad for the game in the long run. Or that it is possible to design active PvP that is more interesting for both parties.
At the moment, CCP takes the stance that players who aren’t paying attention are making a choice, one that has consequences, and it’s not up to CCP to make the consequences of player choices turn out nice.
Unfortunately, the choice is usually between doing something repetitive, time consuming and boring, or taking a less tiresome alternative with a risk of substantial loss.
One of the top game designers of all time once said something like “a good game is a series of interesting choices”. (There is some debate about the actual statement made.)
CCP’s designers decided to go the route of “EVE will be a series of choices between boring slow repetitive actions, or more convenient actions that put you at risk of direct loss.”
Apparently after over a decade of looking at their game, CCP has decided to tweak a few of the more obvious boring obstructions to actually playing the game.
As for making the auto-pilot warp to zero, rather than 10, the question would be “What would the effect of making the game even more AFK-able be? Good or bad?”